#version 300 es
precision mediump float;
uniform sampler2D sTexture ;
in vec4 vAmbient;   //环境光
in vec4 vDiffuse;   //散射光
in vec4 vSpecular;  //镜面光

in vec2 vTexCoors ;

out vec4 fragColor ;

void main(){
         vec4 finalColor = texture(sTexture , vTexCoors) ;
            fragColor = finalColor*vAmbient+finalColor*vSpecular+finalColor*vDiffuse;

}

